Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/RenderTargetPool.cpp
Marcus Wassmer edea678466 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3055495 on 2016/07/19 by Marc.Olano

	Allow Noise material node on mobile

	No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.

	#jira UE-33345

Change 3055602 on 2016/07/19 by Luke.Thatcher

	Fix crash bug in D3D11 RHI when selecting adapters.
	 - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
	#jira UE-33236

Change 3055890 on 2016/07/19 by Daniel.Wright

	Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was

Change 3055891 on 2016/07/19 by Daniel.Wright

	Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
	* This will effectively double partial distiance field update costs until clipping of the update regions is implemented

Change 3055892 on 2016/07/19 by Daniel.Wright

	Higher poly light source shapes drawn into reflection captures

Change 3055893 on 2016/07/19 by Daniel.Wright

	More info to 'Incompatible surface format' GNM assert

Change 3055904 on 2016/07/19 by Daniel.Wright

	Reflection environment normalization improvements
	* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing.  Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
	* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections.  The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
	* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues.  This toggle was previously not possible due to prenormalizing the capture data.
	* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
	* Removed unused r.DiffuseFromCaptures
	* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8

Change 3055905 on 2016/07/19 by Daniel.Wright

	Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV

Change 3059486 on 2016/07/21 by Nick.Penwarden

	Testing #uecritical

Change 3060558 on 2016/07/21 by Daniel.Wright

	Fixed skylight with specified cubemap being black

Change 3061999 on 2016/07/22 by Marcus.Wassmer

	Disable old AMD driver hacks for DX11.  QA has already tested with them off and given thumbs up.

Change 3062241 on 2016/07/22 by Daniel.Wright

	Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms

Change 3062244 on 2016/07/22 by Daniel.Wright

	Discard old prenormalized reflection environment data on load

Change 3062283 on 2016/07/22 by Daniel.Wright

	MSAA support for the forward renderer
	* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
	* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
	* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
	* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
	* Added r.MSAACount which defaults to 4
	* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
	* GBuffer targets are no longer allocated when using the forward renderer
	* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only

Change 3062666 on 2016/07/23 by Uriel.Doyon

	Added legend to streaming accuracy viewmodes
	Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
	Exposed the pass through pixel shader so that it can be reused.
	#review-3058986 @marcus.wassmer

Change 3063023 on 2016/07/25 by Luke.Thatcher

	Fix "RecompileShaders Changed" when using Cook On The Fly.
	#jira UE-33573

Change 3063078 on 2016/07/25 by Ben.Woodhouse

	Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc

Change 3063315 on 2016/07/25 by Ben.Woodhouse

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3063897 on 2016/07/25 by Uriel.Doyon

	Fixed missing qualifier on interpolants

Change 3064559 on 2016/07/26 by Ben.Woodhouse

	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3064896 on 2016/07/26 by Ben.Woodhouse

	Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)

Change 3064913 on 2016/07/26 by Ben.Marsh

	Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.

Change 3065326 on 2016/07/26 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3065541 on 2016/07/26 by Daniel.Wright

	Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading

Change 3065543 on 2016/07/26 by Daniel.Wright

	Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413

Change 3065545 on 2016/07/26 by Daniel.Wright

	Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing.  Tweakable impact with r.NormalCurvatureToRoughnessScale.
	Fixed reflection capture feedback with base pass reflections

Change 3066783 on 2016/07/27 by Daniel.Wright

	Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
	Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)

Change 3066794 on 2016/07/27 by Daniel.Wright

	Fixed crash rendering planar reflections due to NULL PostProcessSettings

Change 3067412 on 2016/07/27 by Daniel.Wright

	Fix for OpenGL4 with uint interpolator

Change 3068470 on 2016/07/28 by Daniel.Wright

	Fixed crash rendering translucency with translucent shadows which were determined to be invisible

Change 3069046 on 2016/07/28 by Daniel.Wright

	Handle null Family in SetupAntiAliasingMethod

Change 3069059 on 2016/07/28 by Daniel.Wright

	Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)

Change 3069391 on 2016/07/28 by Daniel.Wright

	Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright

Change 3070369 on 2016/07/29 by Daniel.Wright

	r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing

Change 3070370 on 2016/07/29 by Daniel.Wright

	Bumped reflection capture DDC version to get rid of legacy prenormalized data

Change 3070680 on 2016/07/29 by Marcus.Wassmer

	Fix slate ensure that is most likely a timing issue exposed by rendering.
	#ue-33902

Change 3070811 on 2016/07/29 by Marcus.Wassmer

	Fix ProjectLauncher errors when loading old versions
	#ue-33939

Change 3070971 on 2016/07/29 by Uriel.Doyon

	Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory

Change 3071452 on 2016/07/31 by Uriel.Doyon

	Updated the legend description for the (texture streaming) primitive distance accuracy view mode

[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00

1454 lines
39 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
RenderTargetPool.cpp: Scene render target pool manager.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "RenderTargetPool.h"
/** The global render targets pool. */
TGlobalResource<FRenderTargetPool> GRenderTargetPool;
DEFINE_LOG_CATEGORY_STATIC(LogRenderTargetPool, Warning, All);
static void DumpRenderTargetPoolMemory(FOutputDevice& OutputDevice)
{
GRenderTargetPool.DumpMemoryUsage(OutputDevice);
}
static FAutoConsoleCommandWithOutputDevice GDumpRenderTargetPoolMemoryCmd(
TEXT("r.DumpRenderTargetPoolMemory"),
TEXT("Dump allocation information for the render target pool."),
FConsoleCommandWithOutputDeviceDelegate::CreateStatic(DumpRenderTargetPoolMemory)
);
void RenderTargetPoolEvents(const TArray<FString>& Args)
{
uint32 SizeInKBThreshold = -1;
if(Args.Num() && Args[0].IsNumeric())
{
SizeInKBThreshold = FCString::Atof(*Args[0]);
}
if(SizeInKBThreshold != -1)
{
UE_LOG(LogRenderTargetPool, Display, TEXT("r.DumpRenderTargetPoolEvents is now enabled, use r.DumpRenderTargetPoolEvents ? for help"));
GRenderTargetPool.EventRecordingSizeThreshold = SizeInKBThreshold;
GRenderTargetPool.bStartEventRecordingNextTick = true;
}
else
{
GRenderTargetPool.DisableEventDisplay();
UE_LOG(LogRenderTargetPool, Display, TEXT("r.DumpRenderTargetPoolEvents is now disabled, use r.DumpRenderTargetPoolEvents <SizeInKB> to enable or r.DumpRenderTargetPoolEvents ? for help"));
}
}
// CVars and commands
static FAutoConsoleCommand GRenderTargetPoolEventsCmd(
TEXT("r.RenderTargetPool.Events"),
TEXT("Visualize the render target pool events over time in one frame. Optional parameter defines threshold in KB.\n")
TEXT("To disable the view use the command without any parameter"),
FConsoleCommandWithArgsDelegate::CreateStatic(RenderTargetPoolEvents)
);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
static TAutoConsoleVariable<int32> CVarRenderTargetPoolTest(
TEXT("r.RenderTargetPoolTest"),
0,
TEXT("Clears the texture returned by the rendertarget pool with a special color\n")
TEXT("so we can see better which passes would need to clear. Doesn't work on volume textures and non rendertargets yet.\n")
TEXT(" 0:off (default), 1:on"),
ECVF_Cheat | ECVF_RenderThreadSafe);
#endif
bool FRenderTargetPool::IsEventRecordingEnabled() const
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
return bEventRecordingStarted && bEventRecordingActive;
#else
return false;
#endif
}
IPooledRenderTarget* FRenderTargetPoolEvent::GetValidatedPointer() const
{
int32 Index = GRenderTargetPool.FindIndex(Pointer);
if(Index >= 0)
{
return Pointer;
}
return 0;
}
bool FRenderTargetPoolEvent::NeedsDeallocEvent()
{
if(GetEventType() == ERTPE_Alloc)
{
if(Pointer)
{
IPooledRenderTarget* ValidPointer = GetValidatedPointer();
if(!ValidPointer || ValidPointer->IsFree())
{
Pointer = 0;
return true;
}
}
}
return false;
}
static uint32 ComputeSizeInKB(FPooledRenderTarget& Element)
{
return (Element.ComputeMemorySize() + 1023) / 1024;
}
FRenderTargetPool::FRenderTargetPool()
: AllocationLevelInKB(0)
, bCurrentlyOverBudget(false)
, bStartEventRecordingNextTick(false)
, EventRecordingSizeThreshold(0)
, bEventRecordingActive(false)
, bEventRecordingStarted(false)
, CurrentEventRecordingTime(0)
{
}
static void LogVRamUsage(FPooledRenderTarget& Ref, FTextureRHIParamRef TexRef)
{
if(FPlatformProperties::SupportsFastVRAMMemory() && TexRef)
{
FRHIResourceInfo Info;
RHIGetResourceInfo(TexRef, Info);
if(Info.VRamAllocation.AllocationSize)
{
// note we do KB for more readable numbers but this can cause quantization loss
UE_LOG(LogShaders, Log, TEXT(" VRamInKB(Start/Size):%d/%d %s '%s'"),
Info.VRamAllocation.AllocationStart / 1024,
(Info.VRamAllocation.AllocationSize + 1023) / 1024,
*Ref.GetDesc().GenerateInfoString(),
Ref.GetDesc().DebugName);
}
else
{
UE_LOG(LogShaders, Log, TEXT(" VRamInKB request failed %s '%s'"),
*Ref.GetDesc().GenerateInfoString(),
Ref.GetDesc().DebugName);
}
}
}
static void LogVRamUsage(FPooledRenderTarget& Ref)
{
if(Ref.GetDesc().Flags & TexCreate_FastVRAM)
{
LogVRamUsage(Ref, Ref.GetRenderTargetItem().TargetableTexture);
if(Ref.GetRenderTargetItem().TargetableTexture != Ref.GetRenderTargetItem().ShaderResourceTexture)
{
LogVRamUsage(Ref, Ref.GetRenderTargetItem().ShaderResourceTexture);
}
}
}
void FRenderTargetPool::TransitionTargetsWritable(FRHICommandListImmediate& RHICmdList)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_RenderTargetPoolTransition);
check(IsInRenderingThread());
WaitForTransitionFence();
TransitionTargets.Reset();
for (int32 i = 0; i < PooledRenderTargets.Num(); ++i)
{
FPooledRenderTarget* PooledRT = PooledRenderTargets[i];
if (PooledRT && PooledRT->GetDesc().AutoWritable)
{
FTextureRHIParamRef RenderTarget = PooledRT->GetRenderTargetItem().TargetableTexture;
if (RenderTarget)
{
TransitionTargets.Add(RenderTarget);
}
}
}
if (TransitionTargets.Num() > 0)
{
RHICmdList.TransitionResourceArrayNoCopy(EResourceTransitionAccess::EWritable, TransitionTargets);
if (GRHIThread)
{
TransitionFence = RHICmdList.RHIThreadFence(false);
}
}
}
void FRenderTargetPool::WaitForTransitionFence()
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_RenderTargetPoolTransitionWait);
check(IsInRenderingThread());
if (TransitionFence)
{
check(IsInRenderingThread());
FRHICommandListExecutor::WaitOnRHIThreadFence(TransitionFence);
TransitionFence = nullptr;
}
TransitionTargets.Reset();
DeferredDeleteArray.Reset();
}
bool FRenderTargetPool::FindFreeElement(FRHICommandList& RHICmdList, const FPooledRenderTargetDesc& Desc, TRefCountPtr<IPooledRenderTarget> &Out, const TCHAR* InDebugName, bool bDoWritableBarrier)
{
check(IsInRenderingThread());
if(!Desc.IsValid())
{
// no need to do anything
return true;
}
// if we can keep the current one, do that
if(Out)
{
FPooledRenderTarget* Current = (FPooledRenderTarget*)Out.GetReference();
check(!Current->IsSnapshot());
const bool bExactMatch = true;
if(Out->GetDesc().Compare(Desc, bExactMatch))
{
// we can reuse the same, but the debug name might have changed
Current->Desc.DebugName = InDebugName;
RHIBindDebugLabelName(Current->GetRenderTargetItem().TargetableTexture, InDebugName);
check(!Out->IsFree());
return true;
}
else
{
// release old reference, it might free a RT we can use
Out = 0;
if(Current->IsFree())
{
AllocationLevelInKB -= ComputeSizeInKB(*Current);
int32 Index = FindIndex(Current);
check(Index >= 0);
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
PooledRenderTargets[Index] = 0;
VerifyAllocationLevel();
}
}
}
FPooledRenderTarget* Found = 0;
uint32 FoundIndex = -1;
bool bReusingExistingTarget = false;
// try to find a suitable element in the pool
{
//don't spend time doing 2 passes if the platform doesn't support fastvram
uint32 PassCount = ((Desc.Flags & TexCreate_FastVRAM) && FPlatformProperties::SupportsFastVRAMMemory()) ? 2 : 1;
// first we try exact, if that fails we try without TexCreate_FastVRAM
// (easily we can run out of VRam, if this search becomes a performance problem we can optimize or we should use less TexCreate_FastVRAM)
for(uint32 Pass = 0; Pass < PassCount; ++Pass)
{
bool bExactMatch = (Pass == 0);
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
{
FPooledRenderTarget* Element = PooledRenderTargets[i];
if(Element && Element->IsFree() && Element->GetDesc().Compare(Desc, bExactMatch))
{
check(!Element->IsSnapshot());
Found = Element;
FoundIndex = i;
bReusingExistingTarget = true;
break;
}
}
}
}
if(!Found)
{
UE_LOG(LogRenderTargetPool, Display, TEXT("%d MB, NewRT %s %s"), (AllocationLevelInKB + 1023) / 1024, *Desc.GenerateInfoString(), InDebugName);
// not found in the pool, create a new element
Found = new FPooledRenderTarget(Desc);
PooledRenderTargets.Add(Found);
// TexCreate_UAV should be used on Desc.TargetableFlags
check(!(Desc.Flags & TexCreate_UAV));
FRHIResourceCreateInfo CreateInfo(Desc.ClearValue);
if(Desc.TargetableFlags & (TexCreate_RenderTargetable | TexCreate_DepthStencilTargetable | TexCreate_UAV))
{
if(Desc.Is2DTexture())
{
RHICreateTargetableShaderResource2D(
Desc.Extent.X,
Desc.Extent.Y,
Desc.Format,
Desc.NumMips,
Desc.Flags,
Desc.TargetableFlags,
Desc.bForceSeparateTargetAndShaderResource,
CreateInfo,
(FTexture2DRHIRef&)Found->RenderTargetItem.TargetableTexture,
(FTexture2DRHIRef&)Found->RenderTargetItem.ShaderResourceTexture,
Desc.NumSamples
);
if (GSupportsRenderTargetWriteMask && Desc.bCreateRenderTargetWriteMask)
{
Found->RenderTargetItem.RTWriteMaskDataBufferRHI = RHICreateRTWriteMaskBuffer((FTexture2DRHIRef&)Found->RenderTargetItem.TargetableTexture);
Found->RenderTargetItem.RTWriteMaskBufferRHI_SRV = RHICreateShaderResourceView(Found->RenderTargetItem.RTWriteMaskDataBufferRHI);
}
if( Desc.NumMips > 1 )
{
Found->RenderTargetItem.MipSRVs.SetNum( Desc.NumMips );
for( uint16 i = 0; i < Desc.NumMips; i++ )
{
Found->RenderTargetItem.MipSRVs[i] = RHICreateShaderResourceView( (FTexture2DRHIRef&)Found->RenderTargetItem.ShaderResourceTexture, i );
}
}
}
else if(Desc.Is3DTexture())
{
Found->RenderTargetItem.ShaderResourceTexture = RHICreateTexture3D(
Desc.Extent.X,
Desc.Extent.Y,
Desc.Depth,
Desc.Format,
Desc.NumMips,
Desc.TargetableFlags,
CreateInfo);
// similar to RHICreateTargetableShaderResource2D
Found->RenderTargetItem.TargetableTexture = Found->RenderTargetItem.ShaderResourceTexture;
}
else
{
check(Desc.IsCubemap());
if(Desc.IsArray())
{
RHICreateTargetableShaderResourceCubeArray(
Desc.Extent.X,
Desc.ArraySize,
Desc.Format,
Desc.NumMips,
Desc.Flags,
Desc.TargetableFlags,
false,
CreateInfo,
(FTextureCubeRHIRef&)Found->RenderTargetItem.TargetableTexture,
(FTextureCubeRHIRef&)Found->RenderTargetItem.ShaderResourceTexture
);
}
else
{
RHICreateTargetableShaderResourceCube(
Desc.Extent.X,
Desc.Format,
Desc.NumMips,
Desc.Flags,
Desc.TargetableFlags,
false,
CreateInfo,
(FTextureCubeRHIRef&)Found->RenderTargetItem.TargetableTexture,
(FTextureCubeRHIRef&)Found->RenderTargetItem.ShaderResourceTexture
);
}
}
RHIBindDebugLabelName(Found->RenderTargetItem.TargetableTexture, InDebugName);
}
else
{
if(Desc.Is2DTexture())
{
// this is useful to get a CPU lockable texture through the same interface
Found->RenderTargetItem.ShaderResourceTexture = RHICreateTexture2D(
Desc.Extent.X,
Desc.Extent.Y,
Desc.Format,
Desc.NumMips,
Desc.NumSamples,
Desc.Flags,
CreateInfo);
}
else if(Desc.Is3DTexture())
{
Found->RenderTargetItem.ShaderResourceTexture = RHICreateTexture3D(
Desc.Extent.X,
Desc.Extent.Y,
Desc.Depth,
Desc.Format,
Desc.NumMips,
Desc.Flags,
CreateInfo);
}
else
{
check(Desc.IsCubemap());
if(Desc.IsArray())
{
FTextureCubeRHIRef CubeTexture = RHICreateTextureCubeArray(Desc.Extent.X,Desc.ArraySize,Desc.Format,Desc.NumMips,Desc.Flags | Desc.TargetableFlags | TexCreate_ShaderResource,CreateInfo);
Found->RenderTargetItem.TargetableTexture = Found->RenderTargetItem.ShaderResourceTexture = CubeTexture;
}
else
{
FTextureCubeRHIRef CubeTexture = RHICreateTextureCube(Desc.Extent.X,Desc.Format,Desc.NumMips,Desc.Flags | Desc.TargetableFlags | TexCreate_ShaderResource,CreateInfo);
Found->RenderTargetItem.TargetableTexture = Found->RenderTargetItem.ShaderResourceTexture = CubeTexture;
}
}
RHIBindDebugLabelName(Found->RenderTargetItem.ShaderResourceTexture, InDebugName);
}
if(Desc.TargetableFlags & TexCreate_UAV)
{
// The render target desc is invalid if a UAV is requested with an RHI that doesn't support the high-end feature level.
check(GMaxRHIFeatureLevel == ERHIFeatureLevel::SM5);
Found->RenderTargetItem.UAV = RHICreateUnorderedAccessView(Found->RenderTargetItem.TargetableTexture);
}
AllocationLevelInKB += ComputeSizeInKB(*Found);
VerifyAllocationLevel();
FoundIndex = PooledRenderTargets.Num() - 1;
// done twice but it doesn't hurt an LogVRamUsage gets the new name this way
Found->Desc.DebugName = InDebugName;
LogVRamUsage(*Found);
}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
{
if(CVarRenderTargetPoolTest.GetValueOnRenderThread())
{
if(Found->GetDesc().TargetableFlags & TexCreate_RenderTargetable)
{
SetRenderTarget(RHICmdList, Found->RenderTargetItem.TargetableTexture, FTextureRHIRef());
RHICmdList.Clear(true, FLinearColor(1000, 1000, 1000, 1000), false, 1.0f, false, 0, FIntRect());
}
else if(Found->GetDesc().TargetableFlags & TexCreate_UAV)
{
const uint32 ZeroClearValue[4] = { 1000, 1000, 1000, 1000 };
RHICmdList.ClearUAV(Found->RenderTargetItem.UAV, ZeroClearValue);
}
if(Desc.TargetableFlags & TexCreate_DepthStencilTargetable)
{
SetRenderTarget(RHICmdList, FTextureRHIRef(), Found->RenderTargetItem.TargetableTexture);
RHICmdList.Clear(false, FLinearColor(0, 0, 0, 0), true, 0.0f, false, 0, FIntRect());
}
}
}
#endif
check(Found->IsFree());
check(!Found->IsSnapshot());
Found->Desc.DebugName = InDebugName;
Found->UnusedForNFrames = 0;
AddAllocEvent(FoundIndex, Found);
// assign to the reference counted variable
Out = Found;
check(!Found->IsFree());
if (bReusingExistingTarget && bDoWritableBarrier)
{
RHICmdList.TransitionResource(EResourceTransitionAccess::EWritable, Found->GetRenderTargetItem().TargetableTexture);
}
return false;
}
void FRenderTargetPool::CreateUntrackedElement(const FPooledRenderTargetDesc& Desc, TRefCountPtr<IPooledRenderTarget> &Out, const FSceneRenderTargetItem& Item)
{
check(IsInRenderingThread());
Out = 0;
// not found in the pool, create a new element
FPooledRenderTarget* Found = new FPooledRenderTarget(Desc);
Found->RenderTargetItem = Item;
check(!Found->IsSnapshot());
// assign to the reference counted variable
Out = Found;
}
IPooledRenderTarget* FRenderTargetPool::MakeSnapshot(const TRefCountPtr<IPooledRenderTarget>& In)
{
check(IsInRenderingThread());
FPooledRenderTarget* NewSnapshot = nullptr;
if (In.GetReference())
{
NewSnapshot = new (FMemStack::Get()) FPooledRenderTarget(*static_cast<FPooledRenderTarget*>(In.GetReference()));
PooledRenderTargetSnapshots.Add(NewSnapshot);
}
return NewSnapshot;
}
void FRenderTargetPool::GetStats(uint32& OutWholeCount, uint32& OutWholePoolInKB, uint32& OutUsedInKB) const
{
OutWholeCount = (uint32)PooledRenderTargets.Num();
OutUsedInKB = 0;
OutWholePoolInKB = 0;
for(uint32 i = 0; i < (uint32)PooledRenderTargets.Num(); ++i)
{
FPooledRenderTarget* Element = PooledRenderTargets[i];
if(Element)
{
check(!Element->IsSnapshot());
uint32 SizeInKB = ComputeSizeInKB(*Element);
OutWholePoolInKB += SizeInKB;
if(!Element->IsFree())
{
OutUsedInKB += SizeInKB;
}
}
}
// if this triggers uncomment the code in VerifyAllocationLevel() and debug the issue, we might leak memory or not release when we could
ensure(AllocationLevelInKB == OutWholePoolInKB);
}
void FRenderTargetPool::AddPhaseEvent(const TCHAR *InPhaseName)
{
if(IsEventRecordingEnabled())
{
AddDeallocEvents();
const FString* LastName = GetLastEventPhaseName();
if(!LastName || *LastName != InPhaseName)
{
if(CurrentEventRecordingTime)
{
// put a break to former data
++CurrentEventRecordingTime;
}
FRenderTargetPoolEvent NewEvent(InPhaseName, CurrentEventRecordingTime);
RenderTargetPoolEvents.Add(NewEvent);
}
}
}
// helper class to get a consistent layout in multiple functions
// MaxX and Y are the output value that can be requested during or after iteration
// Examples usages:
// FRenderTargetPoolEventIterator It(RenderTargetPoolEvents, OptionalStartIndex);
// while(FRenderTargetPoolEvent* Event = It.Iterate()) {}
struct FRenderTargetPoolEventIterator
{
int32 Index;
TArray<FRenderTargetPoolEvent>& RenderTargetPoolEvents;
bool bLineContent;
uint32 TotalWidth;
int32 Y;
// constructor
FRenderTargetPoolEventIterator(TArray<FRenderTargetPoolEvent>& InRenderTargetPoolEvents, int32 InIndex = 0)
: Index(InIndex)
, RenderTargetPoolEvents(InRenderTargetPoolEvents)
, bLineContent(false)
, TotalWidth(1)
, Y(0)
{
Touch();
}
FRenderTargetPoolEvent* operator*()
{
if(Index < RenderTargetPoolEvents.Num())
{
return &RenderTargetPoolEvents[Index];
}
return 0;
}
// @return 0 if end was reached
FRenderTargetPoolEventIterator& operator++()
{
if(Index < RenderTargetPoolEvents.Num())
{
++Index;
}
Touch();
return *this;
}
int32 FindClosingEventY() const
{
FRenderTargetPoolEventIterator It = *this;
const ERenderTargetPoolEventType StartType = (*It)->GetEventType();
if(StartType == ERTPE_Alloc)
{
int32 PoolEntryId = RenderTargetPoolEvents[Index].GetPoolEntryId();
++It;
// search for next Dealloc of the same PoolEntryId
for(; *It; ++It)
{
FRenderTargetPoolEvent* Event = *It;
if(Event->GetEventType() == ERTPE_Dealloc && Event->GetPoolEntryId() == PoolEntryId)
{
break;
}
}
}
else if(StartType == ERTPE_Phase)
{
++It;
// search for next Phase
for(; *It; ++It)
{
FRenderTargetPoolEvent* Event = *It;
if(Event->GetEventType() == ERTPE_Phase)
{
break;
}
}
}
else
{
check(0);
}
return It.Y;
}
private:
void Touch()
{
if(Index < RenderTargetPoolEvents.Num())
{
const FRenderTargetPoolEvent& Event = RenderTargetPoolEvents[Index];
const ERenderTargetPoolEventType Type = Event.GetEventType();
if(Type == ERTPE_Alloc)
{
// for now they are all equal width
TotalWidth = FMath::Max(TotalWidth, Event.GetColumnX() + Event.GetColumnSize());
}
Y = Event.GetTimeStep();
}
}
};
uint32 FRenderTargetPool::ComputeEventDisplayHeight()
{
FRenderTargetPoolEventIterator It(RenderTargetPoolEvents);
for(; *It; ++It)
{
}
return It.Y;
}
const FString* FRenderTargetPool::GetLastEventPhaseName()
{
// could be optimized but this is a debug view
// start from the end for better performance
for(int32 i = RenderTargetPoolEvents.Num() - 1; i >= 0; --i)
{
const FRenderTargetPoolEvent* Event = &RenderTargetPoolEvents[i];
if(Event->GetEventType() == ERTPE_Phase)
{
return &Event->GetPhaseName();
}
}
return 0;
}
FRenderTargetPool::SMemoryStats FRenderTargetPool::ComputeView()
{
SMemoryStats MemoryStats;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
{
struct FRTPColumn
{
// index into the column, -1 if this is no valid column
uint32 PoolEntryId;
// for sorting
uint64 SizeInBytes;
// for sorting
bool bVRam;
// default constructor
FRTPColumn()
: PoolEntryId(-1)
, SizeInBytes(0)
{
}
// constructor
FRTPColumn(const FRenderTargetPoolEvent& Event)
: PoolEntryId(Event.GetPoolEntryId())
, bVRam((Event.GetDesc().Flags & TexCreate_FastVRAM) != 0)
{
SizeInBytes = Event.GetSizeInBytes();
}
// sort criteria
bool operator <(const FRTPColumn& rhs) const
{
// sort VRam first (only matters on XboxOne but nice to always see it)
// sorting only useful for XboxOne if(bVRam != rhs.bVRam) return bVRam > rhs.bVRam;
// we want the large ones first
return SizeInBytes > rhs.SizeInBytes;
}
};
TArray<FRTPColumn> Colums;
// generate Colums
for(int32 i = 0, Num = RenderTargetPoolEvents.Num(); i < Num; i++)
{
FRenderTargetPoolEvent* Event = &RenderTargetPoolEvents[i];
if(Event->GetEventType() == ERTPE_Alloc)
{
uint32 PoolEntryId = Event->GetPoolEntryId();
if(PoolEntryId >= (uint32)Colums.Num())
{
Colums.SetNum(PoolEntryId + 1);
}
Colums[PoolEntryId] = FRTPColumn(*Event);
}
}
Colums.Sort();
{
uint32 ColumnX = 0;
for(int32 ColumnIndex = 0, ColumnsNum = Colums.Num(); ColumnIndex < ColumnsNum; ++ColumnIndex)
{
const FRTPColumn& RTPColumn = Colums[ColumnIndex];
uint32 ColumnSize = RTPColumn.SizeInBytes;
// hide columns that are too small to make a difference (e.g. <1 MB)
if(RTPColumn.SizeInBytes <= EventRecordingSizeThreshold * 1024)
{
ColumnSize = 0;
}
else
{
MemoryStats.DisplayedUsageInBytes += RTPColumn.SizeInBytes;
// give an entry some size to be more UI friendly (if we get mouse UI for zooming in we might not want that any more)
ColumnSize = FMath::Max((uint32)(1024 * 1024), ColumnSize);
}
MemoryStats.TotalColumnSize += ColumnSize;
MemoryStats.TotalUsageInBytes += RTPColumn.SizeInBytes;
for(int32 EventIndex = 0, PoolEventsNum = RenderTargetPoolEvents.Num(); EventIndex < PoolEventsNum; EventIndex++)
{
FRenderTargetPoolEvent* Event = &RenderTargetPoolEvents[EventIndex];
if(Event->GetEventType() != ERTPE_Phase)
{
uint32 PoolEntryId = Event->GetPoolEntryId();
if(RTPColumn.PoolEntryId == PoolEntryId)
{
Event->SetColumn(ColumnIndex, ColumnX, ColumnSize);
}
}
}
ColumnX += ColumnSize;
}
}
}
#endif
return MemoryStats;
}
// draw a single pixel sized rectangle using 4 sub elements
inline void DrawBorder(FCanvas& Canvas, const FIntRect Rect, FLinearColor Color)
{
// top
Canvas.DrawTile(Rect.Min.X, Rect.Min.Y, Rect.Max.X - Rect.Min.X, 1, 0, 0, 1, 1, Color);
// bottom
Canvas.DrawTile(Rect.Min.X, Rect.Max.Y - 1, Rect.Max.X - Rect.Min.X, 1, 0, 0, 1, 1, Color);
// left
Canvas.DrawTile(Rect.Min.X, Rect.Min.Y + 1, 1, Rect.Max.Y - Rect.Min.Y - 2, 0, 0, 1, 1, Color);
// right
Canvas.DrawTile(Rect.Max.X - 1, Rect.Min.Y + 1, 1, Rect.Max.Y - Rect.Min.Y - 2, 0, 0, 1, 1, Color);
}
void FRenderTargetPool::PresentContent(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
{
if (RenderTargetPoolEvents.Num())
{
AddPhaseEvent(TEXT("FrameEnd"));
FIntPoint DisplayLeftTop(20, 50);
// on the right we leave more space to make the mouse tooltip readable
FIntPoint DisplayExtent(View.ViewRect.Width() - DisplayLeftTop.X * 2 - 140, View.ViewRect.Height() - DisplayLeftTop.Y * 2);
// if the area is not too small
if(DisplayExtent.X > 50 && DisplayExtent.Y > 50)
{
SMemoryStats MemoryStats = ComputeView();
SetRenderTarget(RHICmdList, View.Family->RenderTarget->GetRenderTargetTexture(), FTextureRHIRef());
RHICmdList.SetViewport(0, 0, 0.0f, FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY().X, FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY().Y, 1.0f);
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
FRenderTargetTemp TempRenderTarget(View, View.UnscaledViewRect.Size());
FCanvas Canvas(&TempRenderTarget, NULL, View.Family->CurrentRealTime, View.Family->CurrentWorldTime, View.Family->DeltaWorldTime, View.GetFeatureLevel());
// TinyFont property
const int32 FontHeight = 12;
FIntPoint MousePos = View.CursorPos;
FLinearColor BackgroundColor = FLinearColor(0.0f, 0.0f, 0.0f, 0.7f);
FLinearColor PhaseColor = FLinearColor(0.2f, 0.1f, 0.05f, 0.8f);
FLinearColor ElementColor = FLinearColor(0.3f, 0.3f, 0.3f, 0.9f);
FLinearColor ElementColorVRam = FLinearColor(0.4f, 0.25f, 0.25f, 0.9f);
UTexture2D* GradientTexture = UCanvas::StaticClass()->GetDefaultObject<UCanvas>()->GradientTexture0;
// background rectangle
Canvas.DrawTile(DisplayLeftTop.X, DisplayLeftTop.Y - 1 * FontHeight - 1, DisplayExtent.X, DisplayExtent.Y + FontHeight, 0, 0, 1, 1, BackgroundColor);
{
uint32 MB = 1024 * 1024;
uint32 MBm1 = MB - 1;
FString Headline = *FString::Printf(TEXT("RenderTargetPool elements(x) over time(y) >= %dKB, Displayed/Total:%d/%dMB"),
EventRecordingSizeThreshold,
(uint32)((MemoryStats.DisplayedUsageInBytes + MBm1) / MB),
(uint32)((MemoryStats.TotalUsageInBytes + MBm1) / MB));
Canvas.DrawShadowedString(DisplayLeftTop.X, DisplayLeftTop.Y - 1 * FontHeight - 1, *Headline, GEngine->GetTinyFont(), FLinearColor(1, 1, 1));
}
uint32 EventDisplayHeight = ComputeEventDisplayHeight();
float ScaleX = DisplayExtent.X / (float)MemoryStats.TotalColumnSize;
float ScaleY = DisplayExtent.Y / (float)EventDisplayHeight;
// 0 if none
FRenderTargetPoolEvent* HighlightedEvent = 0;
FIntRect HighlightedRect;
// Phase events
for(FRenderTargetPoolEventIterator It(RenderTargetPoolEvents); *It; ++It)
{
FRenderTargetPoolEvent* Event = *It;
if(Event->GetEventType() == ERTPE_Phase)
{
int32 Y0 = It.Y;
int32 Y1 = It.FindClosingEventY();
FIntPoint PixelLeftTop((int32)(DisplayLeftTop.X), (int32)(DisplayLeftTop.Y + ScaleY * Y0));
FIntPoint PixelRightBottom((int32)(DisplayLeftTop.X + DisplayExtent.X), (int32)(DisplayLeftTop.Y + ScaleY * Y1));
bool bHighlight = MousePos.X >= PixelLeftTop.X && MousePos.X < PixelRightBottom.X && MousePos.Y >= PixelLeftTop.Y && MousePos.Y <= PixelRightBottom.Y;
if(bHighlight)
{
HighlightedEvent = Event;
HighlightedRect = FIntRect(PixelLeftTop, PixelRightBottom);
}
// UMax is 0.9f to avoid getting some wrap texture leaking in at the bottom
Canvas.DrawTile(PixelLeftTop.X, PixelLeftTop.Y, PixelRightBottom.X - PixelLeftTop.X, PixelRightBottom.Y - PixelLeftTop.Y, 0, 0, 1, 0.9f, PhaseColor, GradientTexture->Resource);
}
}
// Alloc / Dealloc events
for(FRenderTargetPoolEventIterator It(RenderTargetPoolEvents); *It; ++It)
{
FRenderTargetPoolEvent* Event = *It;
if(Event->GetEventType() == ERTPE_Alloc && Event->GetColumnSize())
{
int32 Y0 = It.Y;
int32 Y1 = It.FindClosingEventY();
int32 X0 = Event->GetColumnX();
// for now they are all equal width
int32 X1 = X0 + Event->GetColumnSize();
FIntPoint PixelLeftTop((int32)(DisplayLeftTop.X + ScaleX * X0), (int32)(DisplayLeftTop.Y + ScaleY * Y0));
FIntPoint PixelRightBottom((int32)(DisplayLeftTop.X + ScaleX * X1), (int32)(DisplayLeftTop.Y + ScaleY * Y1));
bool bHighlight = MousePos.X >= PixelLeftTop.X && MousePos.X < PixelRightBottom.X && MousePos.Y >= PixelLeftTop.Y && MousePos.Y <= PixelRightBottom.Y;
if(bHighlight)
{
HighlightedEvent = Event;
HighlightedRect = FIntRect(PixelLeftTop, PixelRightBottom);
}
FLinearColor Color = ElementColor;
// Highlight EDRAM/FastVRAM usage
if(Event->GetDesc().Flags & TexCreate_FastVRAM)
{
Color = ElementColorVRam;
}
Canvas.DrawTile(
PixelLeftTop.X, PixelLeftTop.Y,
PixelRightBottom.X - PixelLeftTop.X - 1, PixelRightBottom.Y - PixelLeftTop.Y - 1,
0, 0, 1, 1, Color);
}
}
if(HighlightedEvent)
{
DrawBorder(Canvas, HighlightedRect, FLinearColor(0.8f, 0 , 0, 0.5f));
// Offset to not intersect with crosshair (in editor) or arrow (in game).
FIntPoint Pos = MousePos + FIntPoint(12, 4);
if(HighlightedEvent->GetEventType() == ERTPE_Phase)
{
FString PhaseText = *FString::Printf(TEXT("Phase: %s"), *HighlightedEvent->GetPhaseName());
Canvas.DrawShadowedString(Pos.X, Pos.Y + 0 * FontHeight, *PhaseText, GEngine->GetTinyFont(), FLinearColor(0.5f, 0.5f, 1));
}
else
{
FString SizeString = FString::Printf(TEXT("%d KB"), (HighlightedEvent->GetSizeInBytes() + 1024) / 1024);
Canvas.DrawShadowedString(Pos.X, Pos.Y + 0 * FontHeight, HighlightedEvent->GetDesc().DebugName, GEngine->GetTinyFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(Pos.X, Pos.Y + 1 * FontHeight, *HighlightedEvent->GetDesc().GenerateInfoString(), GEngine->GetTinyFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(Pos.X, Pos.Y + 2 * FontHeight, *SizeString, GEngine->GetTinyFont(), FLinearColor(1, 1, 0));
}
}
Canvas.Flush_RenderThread(RHICmdList);
CurrentEventRecordingTime = 0;
RenderTargetPoolEvents.Empty();
}
}
VisualizeTexture.PresentContent(RHICmdList, View);
}
void FRenderTargetPool::AddDeallocEvents()
{
check(IsInRenderingThread());
bool bWorkWasDone = false;
for(uint32 i = 0, Num = (uint32)RenderTargetPoolEvents.Num(); i < Num; ++i)
{
FRenderTargetPoolEvent& Event = RenderTargetPoolEvents[i];
if(Event.NeedsDeallocEvent())
{
FRenderTargetPoolEvent NewEvent(Event.GetPoolEntryId(), CurrentEventRecordingTime);
// for convenience - is actually redundant
NewEvent.SetDesc(Event.GetDesc());
RenderTargetPoolEvents.Add(NewEvent);
bWorkWasDone = true;
}
}
if(bWorkWasDone)
{
++CurrentEventRecordingTime;
}
}
void FRenderTargetPool::AddAllocEvent(uint32 InPoolEntryId, FPooledRenderTarget* In)
{
check(In);
if(IsEventRecordingEnabled())
{
AddDeallocEvents();
check(IsInRenderingThread());
FRenderTargetPoolEvent NewEvent(InPoolEntryId, CurrentEventRecordingTime++, In);
RenderTargetPoolEvents.Add(NewEvent);
}
}
void FRenderTargetPool::AddAllocEventsFromCurrentState()
{
if(!IsEventRecordingEnabled())
{
return;
}
check(IsInRenderingThread());
bool bWorkWasDone = false;
for(uint32 i = 0; i < (uint32)PooledRenderTargets.Num(); ++i)
{
FPooledRenderTarget* Element = PooledRenderTargets[i];
if(Element && !Element->IsFree())
{
FRenderTargetPoolEvent NewEvent(i, CurrentEventRecordingTime, Element);
RenderTargetPoolEvents.Add(NewEvent);
bWorkWasDone = true;
}
}
if(bWorkWasDone)
{
++CurrentEventRecordingTime;
}
}
void FRenderTargetPool::TickPoolElements()
{
check(IsInRenderingThread());
WaitForTransitionFence();
if(bStartEventRecordingNextTick)
{
bStartEventRecordingNextTick = false;
bEventRecordingStarted = true;
}
uint32 MinimumPoolSizeInKB;
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.RenderTargetPoolMin"));
MinimumPoolSizeInKB = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, 2000) * 1024;
}
CompactPool();
for(uint32 i = 0; i < (uint32)PooledRenderTargets.Num(); ++i)
{
FPooledRenderTarget* Element = PooledRenderTargets[i];
if(Element)
{
check(!Element->IsSnapshot());
Element->OnFrameStart();
}
}
// we need to release something, take the oldest ones first
while(AllocationLevelInKB > MinimumPoolSizeInKB)
{
// -1: not set
int32 OldestElementIndex = -1;
// find oldest element we can remove
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
{
FPooledRenderTarget* Element = PooledRenderTargets[i];
if(Element && Element->UnusedForNFrames > 2)
{
if(OldestElementIndex != -1)
{
if(PooledRenderTargets[OldestElementIndex]->UnusedForNFrames < Element->UnusedForNFrames)
{
OldestElementIndex = i;
}
}
else
{
OldestElementIndex = i;
}
}
}
if(OldestElementIndex != -1)
{
AllocationLevelInKB -= ComputeSizeInKB(*PooledRenderTargets[OldestElementIndex]);
// we assume because of reference counting the resource gets released when not needed any more
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
PooledRenderTargets[OldestElementIndex] = 0;
VerifyAllocationLevel();
}
else
{
// There is no element we can remove but we are over budget, better we log that.
// Options:
// * Increase the pool
// * Reduce rendering features or resolution
// * Investigate allocations, order or reusing other render targets can help
// * Ignore (editor case, might start using slow memory which can be ok)
if(!bCurrentlyOverBudget)
{
UE_CLOG(IsRunningClientOnly(), LogRenderTargetPool, Warning, TEXT("r.RenderTargetPoolMin exceeded %d/%d MB (ok in editor, bad on fixed memory platform)"), (AllocationLevelInKB + 1023) / 1024, MinimumPoolSizeInKB / 1024);
bCurrentlyOverBudget = true;
}
// at this point we need to give up
break;
}
/*
// confused more than it helps (often a name is used on two elements in the pool and some pool elements are not rendered to this frame)
else
{
// initial state of a render target (e.g. Velocity@0)
GRenderTargetPool.VisualizeTexture.SetCheckPoint(Element);
*/ }
if(AllocationLevelInKB <= MinimumPoolSizeInKB)
{
if(bCurrentlyOverBudget)
{
UE_LOG(LogRenderTargetPool, Display, TEXT("r.RenderTargetPoolMin resolved %d/%d MB"), (AllocationLevelInKB + 1023) / 1024, MinimumPoolSizeInKB / 1024);
bCurrentlyOverBudget = false;
}
}
// CompactEventArray();
AddPhaseEvent(TEXT("FromLastFrame"));
AddAllocEventsFromCurrentState();
AddPhaseEvent(TEXT("Rendering"));
}
int32 FRenderTargetPool::FindIndex(IPooledRenderTarget* In) const
{
check(IsInRenderingThread());
if(In)
{
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
{
const FPooledRenderTarget* Element = PooledRenderTargets[i];
if(Element == In)
{
check(!Element->IsSnapshot());
return i;
}
}
}
// not found
return -1;
}
void FRenderTargetPool::FreeUnusedResource(TRefCountPtr<IPooledRenderTarget>& In)
{
check(IsInRenderingThread());
int32 Index = FindIndex(In);
if(Index != -1)
{
FPooledRenderTarget* Element = PooledRenderTargets[Index];
if(Element)
{
check(!Element->IsSnapshot());
AllocationLevelInKB -= ComputeSizeInKB(*Element);
// we assume because of reference counting the resource gets released when not needed any more
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
DeferredDeleteArray.Add(PooledRenderTargets[Index]);
PooledRenderTargets[Index] = 0;
In.SafeRelease();
VerifyAllocationLevel();
}
}
}
void FRenderTargetPool::FreeUnusedResources()
{
check(IsInRenderingThread());
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
{
FPooledRenderTarget* Element = PooledRenderTargets[i];
if(Element && Element->IsFree())
{
check(!Element->IsSnapshot());
AllocationLevelInKB -= ComputeSizeInKB(*Element);
// we assume because of reference counting the resource gets released when not needed any more
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
DeferredDeleteArray.Add(PooledRenderTargets[i]);
PooledRenderTargets[i] = 0;
}
}
VerifyAllocationLevel();
}
void FRenderTargetPool::DumpMemoryUsage(FOutputDevice& OutputDevice)
{
OutputDevice.Logf(TEXT("Pooled Render Targets:"));
for(int32 i = 0; i < PooledRenderTargets.Num(); ++i)
{
FPooledRenderTarget* Element = PooledRenderTargets[i];
if(Element)
{
check(!Element->IsSnapshot());
OutputDevice.Logf(
TEXT(" %6.3fMB %4dx%4d%s%s %2dmip(s) %s (%s)"),
ComputeSizeInKB(*Element) / 1024.0f,
Element->Desc.Extent.X,
Element->Desc.IsCubemap() ? Element->Desc.Extent.X : Element->Desc.Extent.Y,
Element->Desc.Depth > 1 ? *FString::Printf(TEXT("x%3d"), Element->Desc.Depth) : (Element->Desc.IsCubemap() ? TEXT("cube") : TEXT(" ")),
Element->Desc.bIsArray ? *FString::Printf(TEXT("[%3d]"), Element->Desc.ArraySize) : TEXT(" "),
Element->Desc.NumMips,
Element->Desc.DebugName,
GPixelFormats[Element->Desc.Format].Name
);
}
}
uint32 NumTargets=0;
uint32 UsedKB=0;
uint32 PoolKB=0;
GetStats(NumTargets,PoolKB,UsedKB);
OutputDevice.Logf(TEXT("%.3fMB total, %.3fMB used, %d render targets"), PoolKB / 1024.f, UsedKB / 1024.f, NumTargets);
}
uint32 FPooledRenderTarget::AddRef() const
{
if (!bSnapshot)
{
check(IsInRenderingThread());
return uint32(++NumRefs);
}
check(NumRefs == 1);
return 1;
}
uint32 FPooledRenderTarget::Release() const
{
if (!bSnapshot)
{
check(IsInRenderingThread());
uint32 Refs = uint32(--NumRefs);
if(Refs == 0)
{
// better we remove const from Release()
FSceneRenderTargetItem& NonConstItem = (FSceneRenderTargetItem&)RenderTargetItem;
NonConstItem.SafeRelease();
delete this;
}
return Refs;
}
check(NumRefs == 1);
return 1;
}
uint32 FPooledRenderTarget::GetRefCount() const
{
return uint32(NumRefs);
}
void FPooledRenderTarget::SetDebugName(const TCHAR *InName)
{
check(InName);
Desc.DebugName = InName;
}
const FPooledRenderTargetDesc& FPooledRenderTarget::GetDesc() const
{
return Desc;
}
void FRenderTargetPool::ReleaseDynamicRHI()
{
check(IsInRenderingThread());
WaitForTransitionFence();
PooledRenderTargets.Empty();
if (PooledRenderTargetSnapshots.Num())
{
DestructSnapshots();
}
}
void FRenderTargetPool::DestructSnapshots()
{
for (auto Snapshot : PooledRenderTargetSnapshots)
{
Snapshot->~FPooledRenderTarget();
}
PooledRenderTargetSnapshots.Reset();
}
// for debugging purpose
FPooledRenderTarget* FRenderTargetPool::GetElementById(uint32 Id) const
{
// is used in game and render thread
if(Id >= (uint32)PooledRenderTargets.Num())
{
return 0;
}
return PooledRenderTargets[Id];
}
void FRenderTargetPool::VerifyAllocationLevel() const
{
/*
// uncomment to verify internal consistency
uint32 OutWholeCount;
uint32 OutWholePoolInKB;
uint32 OutUsedInKB;
GetStats(OutWholeCount, OutWholePoolInKB, OutUsedInKB);
*/
}
void FRenderTargetPool::CompactPool()
{
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
{
FPooledRenderTarget* Element = PooledRenderTargets[i];
if(!Element)
{
PooledRenderTargets.RemoveAtSwap(i);
--Num;
}
}
}
bool FPooledRenderTarget::OnFrameStart()
{
check(IsInRenderingThread() && !bSnapshot);
// If there are any references to the pooled render target other than the pool itself, then it may not be freed.
if(!IsFree())
{
check(!UnusedForNFrames);
return false;
}
++UnusedForNFrames;
// this logic can be improved
if(UnusedForNFrames > 10)
{
// release
return true;
}
return false;
}
uint32 FPooledRenderTarget::ComputeMemorySize() const
{
uint32 Size = 0;
if (!bSnapshot)
{
if(Desc.Is2DTexture())
{
Size += RHIComputeMemorySize((const FTexture2DRHIRef&)RenderTargetItem.TargetableTexture);
if(RenderTargetItem.ShaderResourceTexture != RenderTargetItem.TargetableTexture)
{
Size += RHIComputeMemorySize((const FTexture2DRHIRef&)RenderTargetItem.ShaderResourceTexture);
}
}
else if(Desc.Is3DTexture())
{
Size += RHIComputeMemorySize((const FTexture3DRHIRef&)RenderTargetItem.TargetableTexture);
if(RenderTargetItem.ShaderResourceTexture != RenderTargetItem.TargetableTexture)
{
Size += RHIComputeMemorySize((const FTexture3DRHIRef&)RenderTargetItem.ShaderResourceTexture);
}
}
else
{
Size += RHIComputeMemorySize((const FTextureCubeRHIRef&)RenderTargetItem.TargetableTexture);
if(RenderTargetItem.ShaderResourceTexture != RenderTargetItem.TargetableTexture)
{
Size += RHIComputeMemorySize((const FTextureCubeRHIRef&)RenderTargetItem.ShaderResourceTexture);
}
}
}
return Size;
}
bool FPooledRenderTarget::IsFree() const
{
uint32 RefCount = GetRefCount();
check(RefCount >= 1);
// If the only reference to the pooled render target is from the pool, then it's unused.
return !bSnapshot && RefCount == 1;
}